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Arttu Maki - Level Designer

  • skdr
  • August 14, 2009 at 5:57 AM
  • skdr
    • August 14, 2009 at 5:57 AM
    • #1

    http://www.3decade.com/

    Level Design Portfolio

    Team Fortress 2 (PC)

    Day of Defeat (PC)

    Nuclear Dawn (PC / XBL)

    Tactical Intervention (PC)

    Earth No More (PC / XBOX / PS3)

    Angry Birds (iPhone, iPad, Android, PC, Mac, Palm, Symbian^3, PSP/PS3)

    Angry Birds Free (iPhone, iPad, Android)

    Angry Birds Seasons (iPhone, iPad, Android)

    Angry Birds Seasons Free (iPhone, iPad, Android)

    Angry Birds Rio (iPhone, iPad, Android, PC, Mac, Palm, Symbian^3)

    Angry Birds Rio Free (iPhone, iPad, Android, PC, Mac, Palm, Symbian^3)

    Angry Birds Chrome

    Comments welcome!

  • skdr
    • June 21, 2011 at 8:33 PM
    • #2

    Man this thread is really dead

    That's why I just updated my site. Go check it out

  • Warby
    • June 21, 2011 at 10:18 PM
    • #3

    you made levels for angry birds ?

  • VoodooBenshee
    • June 21, 2011 at 10:56 PM
    • #4

    i really like it. its clean, easy to navigate and looks really nice. and fuck yeah you made levels for angry bird?? I like you :D I also like to make levels for such type of games =)

  • mjens
    • June 21, 2011 at 11:17 PM
    • #5

    Yep, clean layout, very readable. Perfect portfolio

  • Vilham
    • June 22, 2011 at 12:29 AM
    • #6

    Its a level design portfolio but there is no explaination anywhere. Just images. It reads like an environment artists portfolio. It does look slick though.

  • Serenius
    • June 22, 2011 at 5:29 AM
    • #7

    Very impressive line up of experience, love the presentation and layout. Clean, simple, and to the point.

    As mentioned, the lack of anything describing your work and just screenshots does make it look like an art portfolio moreso than a design one.

    Which level designer were you on Angry Birds? I saw three distinct styles that felt like they were made by three distinct people:

    - The super crazy fun physics puzzle guy

    - The guy who liked to make levels look like things (Hollywood sign, trains, etc.)

    - The guy who did the really challenging timing-focused puzzles

  • skdr
    • June 22, 2011 at 6:41 AM
    • #8

    Thanks everyone.

    Yeah, I'm actually doing majority of the levels for Angry Birds right now. There's 1 guy besides me working on the levels but he just joined to company. I'm also working as a design lead on Angry Birds, the original version - working on design flow enhancements and re-definitions. My latest work can be found in the new classic update, 1.6.0 and 1.6.1.

    Angry Birds is a product that needs different and distinct level styles for each version and product and the resources are limited so I need to come up with new ideas for each one of these styles since we're 2 man team

    Lack of descriptions: I understand. I did not want to clutter the whole page with text. Descriptions of my work can be found in my CV/Resume. I see this page as a portfolio for my work, you can easily see what's up and what I've done. I might add some way to check the descriptions from the page itself in the future.

    I'm willing to tell more about these projects if you guys want to. Just ask!

  • insta
    • June 22, 2011 at 8:30 AM
    • #9

    Awesome portfolio! The Nuclear Dawn stuff looks really cool. The only thing is the lack of text (info about the levels), maybe have it as a text-field which can be expanded (starts out as hidden) or something like that. Also, the addresses on the left (underneath game title) aren't clickable, which would be nice.

  • Evert
    • June 22, 2011 at 10:37 AM
    • #10

    Super solid stuff dude

  • -HP-
    • June 22, 2011 at 10:59 AM
    • #11

    Nice portfolio, really well thought out in regards to organization and very easy to browse.

    Not a fan of the white background, pure white it's never very good to showcase anything, you could always trow a simple pattern on there. And center the page to the middle, feels weird being snapped to the left at the moment.

    Also, all your pictures are way too low res for a modern portfolio, 1280*720 should be the minimum resolution if possible. Also, put your name and project / game in one of the corners of the picture. It's very important if I just happen to save a random pic from your folio and if it gets lost in the middle of my reference folder, I can always find the source later.

    Also, check your script, I can't "right click -> save image" or "right click -> view image" in your pictures, it always force viewers to use this pop-up script, even if you middle click in the thumbnail, which is bad, always give viewers the chance to locally save your work.

  • ElectroSheep
    • June 22, 2011 at 11:54 AM
    • #12

    Nice port ! (me = jealous)

    So did Valve, for TF2, ask you to make a map for them or did they contact you to include one of your map in the game ? (in other word, is there any difference between a map included in the game or a contract work)

  • -HP-
    • June 22, 2011 at 1:08 PM
    • #13

    He made the level, level became popular, valve contacted Arttu, valve paid him, and released the level in an official update.

  • skdr
    • June 22, 2011 at 6:51 PM
    • #14
    Quote

    ":2cb11qr6]He made the level, level became popular, valve contacted Arttu, valve paid him, and released the level in an official update.

    Yeah. This.

  • Mazy
    • June 22, 2011 at 7:04 PM
    • #15

    Great looking portfolio! I totally get why you haven't added descriptions on the site, makes it look way more slick and simple without, but it also does seem a bit shallow as a result. But having it in the resume is the most important bit.

  • ElectroSheep
    • June 22, 2011 at 7:05 PM
    • #16
    Quote from skdr

    Yeah. This.

    Same for me so Thanks for the answer.

  • Mr. Happy
    • June 22, 2011 at 9:48 PM
    • #17

    That's not really contract work then

    p.s. I really like fastlane and played it alot before it was official

  • Vilham
    • June 22, 2011 at 10:47 PM
    • #18

    I like your CV, but that doesn't actually cover what I was refering to. Your actual designs havent been explained. The process you took to get to the finished result isnt explained. Even if its a rough overview explaining the layout.

  • skdr
    • June 23, 2011 at 6:49 AM
    • #19
    Quote from Mr. Happy

    That's not really contract work then p.s. I really like fastlane and played it alot before it was official

    There are two types of contracts you can sign in this case.

    1. You sign a release of your personal IP. Valve buys your content.

    2. You sign a task based contract where Valve wants you to build something and then buys the IP.

    Both of these are perfectly described as contract work.

  • Rick_D
    • June 23, 2011 at 9:51 AM
    • #20

    nice work, hate the flash-like popup for viewing images. just let me click a link and open up a page of images, right now each image loads slowly as fuck because of the viewer and i am limited to looking at one thing at a time instead of opening things in a new tab.

    i'm sure it'll get you a job wherever you apply but fucks sake it's annoying to navigate.

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